Creation Domain

“There is nothing more divine than creation, and clerics of this domain are given what they consider with the manifestation of the most holy of gifts. Creation clerics are known for their ability to manifest objects, structures, and even living beings out of thin air. They channel the divine energy that grants them power and solidify it into tangible form. These clerics worship deities that are at the center of origin stories, or are known for creating worlds, great works, and even peoples. “The mission of a creation cleric varies as much as their creations. Some decide to continue on the work of their god, raising structures in their image and following the rules that their god dictated for their creations. Some task themselves with protecting their god’s divine creations, repairing and preserving their beauty and worth. “There are however creation clerics that believe that they were given the gift of creation to shape the world around them as they see fit, bending it and adding to it as if it was made of clay to twist it into what they believe the world ought to look like. Whether these clerics leave behind a better or worse version of the world they inhabit depends on the cleric’s own divine vision.”  

Creation Domain Spells

Starting at 1st level, you learn an additional spell when you reach certain levels in this class, as shown in the Creation Domain Spells table. The spell counts as a cleric spell for you, but it doesn't count against the number of cleric spells you know.    
Level Spell
1st Floating Disk, Shield
3rd Enlarge/Reduce, Shatter
5th Meld into Stone, Tiny Hut
7th Fabricate, Stone Shape
9th Awaken, Passwall
 

1st Level: Blessing of Creation

Starting when you choose this domain at 1st level, you gain the ability to harness the power of divine creation. When you prepare your spells, you also choose if you wish to be able to create food, an object, a shield, or a set of tools. As an action, you are able to produce a maximum of 10 pounds of the food or drink of your choice, a non-magical object worth less than 5 gold pieces, or any simple weapon, shield, or set of tools. Once you use this trait, you can't use it again until you finish a long rest. The food or object you created using this feature disappears into thin air at the end of your next long rest. In addition, you learn the Mending cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet and you can cast it as an action.  

1st Level: Eyes of the Creator

Also at 1st level, your eyes see past the existing world before you and into the possibilities that the gift of creation opens to you. As an action, you can consume a spell slot to create a 1/2 foot thick wall in an unoccupied space within 60 feet of you. The wall is made of stone, such as granite or marble, but you decide the appearance of the wall itself. The length and width of the wall depends on the spell slot level consumed to create it: 10 foot in width or length per spell slot level. For example, if you consume a level 4 spell slot, you can create a 10 foot tall, 40 foot wide wall, or a 40 foot tall, 10 foot wide wall, or a 20 foot tall, 20 foot wide wall, your choice. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. The wall's AC is 10 and its HP is 20. It’s immune to poison and psychic damage and has resistance against slashing damage. Each 10 foot section of the wall has its own HP. If one section is destroyed, the others stay in place. The wall lasts for 1 hour, after which it disappears into thin air. You also gain an additional bonus to your initiative rolls equal to your Wisdom modifier.  

2nd Level: Channel Divinity - Create Envoy

Starting at 2nd level, you can use your Channel Divinity to create a living divine construct.   As an action, you create an envoy in an unoccupied space you can see within 30 feet from you. When you summon the envoy, choose between Healing, Protection, or Harm. You cannot create a new envoy of the same type as a currently existing envoy. (No ability Scores, ignore the -5s)   Envoy of Healing

ENVOY OF HEALING

Small construct, unaligned
Armor Class: 13 + Your Proficiency Bonus
Hit Points: five times your cleric level
Speed: 20 ft

STR

-5

DEX

-5

CON

-5

INT

-5

WIS

-5

CHA

-5

Damage Immunities: psychic, poison
Senses: darkvision 60 ft., your passive Perception

Divine Healing. At the start of your turn, the envoy of healing grants 1d6 temporary hit points to any creature of your choice within 10 feet of it.

Actions

Envoy Healing. The envoy of healing restores 1d6 + your Wisdom modifier hit points to a creature it can see within 30 feet of it. The envoy of healing can heal a number of times equal to 1 + your Wisdom modifier. After healing that number of times, the envoy is no longer able to use the envoy healing action.

  Envoy of Protection

ENVOY OF PROTECTION

Small construct, unaligned
Armor Class: 15 + Your Proficiency Bonus
Hit Points: 5 + five times your cleric level
Speed: 20 ft

STR

-5

DEX

-5

CON

-5

INT

-5

WIS

-5

CHA

-5

Damage Immunities: psychic, poison
Senses: darkvision 60 ft., your passive Perception

Divine Protection. All creatures of your choice (excluding the envoy of protection) within 10 feet of the envoy of protection gain +1 to their AC and have advantage on a saving throw of your choice. You choose the saving throw when you create the envoy.

Actions

Envoy Protection. The envoy assumes a protective stance. Until the beginning of your next turn the envoy becomes resistant to all damage except necrotic and can use its reaction to make itself the target of an attack made against a friendly creature within 10 feet of it.

  Envoy of Harm

ENVOY OF HARM

Small construct, unaligned
Armor Class: 13 + Your Proficiency Bonus
Hit Points: five times your cleric level
Speed: 20 ft

STR

-5

DEX

-5

CON

-5

INT

-5

WIS

-5

CHA

-5

Damage Immunities: psychic, poison
Senses: darkvision 60 ft., your passive Perception

Divine Harm. You can cast spells as though you were in the envoy of harm’s place.

Actions

Envoy Harm. Ranged Spell Attack: Your spell attack modifier to hit, reach 60 ft., one creature. Hit 1d8 radiant damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

  If an envoy is forced to make an ability check or saving throw, it uses your ability scores.   In combat, the envoy acts during your turn. It can move on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. You can only command one envoy using a bonus action, regardless of how many envoys are active at a time. If a bonus action is not used to command an envoy, their Divine Healing, Divine Protection, or Divine Harm abilities are still in effect. If the mending cantrip is cast on an envoy, it regains 2d6 hit points. The envoy disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.  

6th level: Exalted Creation

Your powers embolden and perfect your divine creations. Walls created with the Eyes of the Creator ability can now be curved to form an arched shape or a perfect circle. They have an AC of 15 and an HP of 40. You can also cast the mending cantrip on a wall you have created. When you do so, it regains 2d6 hit points. In addition, you are able to create one envoy without consuming any uses of Channel Divinity. Once you’ve created an envoy using this ability you can’t do so again until finishing a long rest, but you can still spend a use of Channel Divinity to create additional envoys.  

8th level: Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. You also add your wisdom modifier to any healing done with your mending cantrip.  

17th level: Exalted Envoy

At 17th level, you can combine the envoys you brought to life to bring forth an even more powerful creation. As an action, if two of your envoys are within 5 feet of each other, you can use an additional use of channel divinity to combine them, creating an exalted envoy. The exalted envoy appears in an unoccupied space 20 feet from the space occupied by the envoys used in its creation. If there is not enough space for the exalted envoy to appear, the summoning fails.  

EXALTED ENVOY

Large construct, unaligned
Armor Class: 16 + Your Proficiency Bonus
Hit Points: 10 + five times your cleric level
Speed: 40 ft

STR

-5

DEX

-5

CON

-5

INT

-5

WIS

-5

CHA

-5

Damage Immunities: psychic, poison
Senses: darkvision 60 ft., your passive Perception

Divine Combination. The exalted envoy gains the Divine Healing, Divine Protection, and/or the Divine Harm abilities, depending on what envoys were used in its creation.

Actions

Multiaction. The exalted envoy can use two of its actions on its turn. Its actions depend on what envoys were used in its creation. It cannot use the same action twice on the same turn.   Exalted Healing. The exalted envoy restores 2d6 + your Wisdom modifier hit points to a creature it can see within 30 feet of it. The envoy of healing can heal a number of times equal to 1 + your Wisdom modifier. After healing that number of times, the envoy is no longer able to use the exalted healing action.     Exalted Protection. The exalted envoy assumes a protective stance. The envoy becomes resistant to all damage and can use its reaction to divert attacks made against a friendly creature within 20 feet of it to itself until the beginning of its next turn. If you are within 60 feet of the exalted envoy, all damage to you is negated and instantly transferred to the exalted envoy.   Exalted Harm. Ranged Spell Attack: Your spell attack modifier to hit, reach 60 ft., one creature. Hit 4d10 + your Wisdom modifier radiant damag

  If the exalted envoy is forced to make an ability check or saving throw, it uses your ability scores.   In combat, the envoy acts immediately before or after your turn, your choice. You can command it telepathically as a free action instead of a bonus action. If the mending cantrip is cast on the exalted envoy, it regains 2d6 hit points. The envoy disappears if it is reduced to 0 hit points or after a number of turns equal to your proficiency bonus. You can dismiss it early as an action. Once you’ve summoned an exalted envoy you cannot do so again until you finish a long rest.

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